|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Common|
|Future Sight (FUT)||Common|
Combos Browse all
Creature — Fungus
At the beginning of your upkeep, put a spore counter on Sporoloth Ancient.
Creatures you control have "Remove two spore counters from this creature: Put a 1/1 green Saproling creature token into play."
Sporoloth Ancient Discussion
1 year ago
Avacyn, Angel of Hope doesn't seem super on theme or really that useful. I mean, yeah, it's really good. But it's also 8 mana and for 8 mana I feel like you should be winning the game. Not just protecting your 1/1s or whatever you have out.
Pallid Mycoderm, Rot Shambler, Savage Thallid, Sporecrown Thallid, Sporemound, Sporesower Thallid, and Sporoloth Ancient. I think all of them are either overcosted for what they offer, or don't offer enough. I think the best out of these is Sporemound, but I'm not sure it's good enough. You don't really ramp all that hard, and you'll have so many 1/1s anyway that I don't think it'll matter if you get a couple extra. I think these could all be replaced by more 'value' oriented cards.
Verdant Force is simply overcosted. Remove.
Trostani, Selesnya's Voice is out of place. Populating a 1/1 for 3 mana and a tap is a bad feeling, and gaining 1 life from each is trivial and could be done with Suture Priest or any soul sister (and better too). Also Trostani's mana cost is steeper than it seems (from experience).
Fungal Plots is just kinda weak. I'm super against self-gy hate, and this is no exception. You're paying 4 mana and a card for a 1/1, and then you can maybe sac 2 more creatures for some life and a draw. There are much better options for card advantage AND tokens (I'll get into it later).
Intangible Virtue is out of place. An army of 2/2 vigilance's isn't amazing, especially because your saprolings WANT to die (to slimefoot and Blood Artist and others), so tapping to attack isn't an issue. You already have other, better, team buffs so I don't really think this fits.
Night Soil is just kinda meh. It's a tougher restriction than it seems (both from the same yard).
Along with this, I don't like Necrogenesis in general, but at least it gy-hates opponents and is something you can do if you have mana left up. An early cut if you still wanna cut some stuff, but fine to leave.
Primal Vigor can backfire hard. I don't think it's worth tbh. Also the mana cost is steep for something that doesn't do anything by itself.
True Conviction is just super out of place, and that mana cost is super rough. Absolutely cut. If you were gonna have a mana cost with WWW, it's gonna be Avacyn (but it's gonna be neither).
Verdant Embrace is just too costly for what it does and what you need. If it was like 3 mana and didn't give the +3/+3, that would work, but as is it's too costly and you'll almost certainly not get a lot of value from it because people will murder the creature it's on immediately.
Honestly, I've never liked Second Harvest. It's a terrible card if you're losing and if you cast it and win, you probably would've already won anyway. It seems like win-more to me. Most cards that do nothing on their own I think are kinda meh.
I have no idea how to feel about Vona's Hunger. I'd consider removing just because if you're using this to clear a board, they're gonna keep their best shit anyway, and this is pretty trash against other token decks. The mana cost and instant speed is a nice +, but I'm not sure it's enough here.
You have a lot of lands. I like running fewer lands (35) but having about ~10 sources of ramp. I'll try to figure some out as we progress.
Fungal Sprouting does nothing on it's own and I am having a tough time envisioning it being really useful. Getting 5 1/1s is great for Ghave, but for 4 mana and sorcery speed, I feel you could be doing more. It's fine for now, but consider it an early cut if needed.
Glare of Subdual. This is a tough one. On the one hand, tapping down the voltron player (Seth's cats or my dragons or Zac's Tuvasa) is super dope. On the other hand, tapping is not removal and it relies on you having a creature to spare to tap. It's also 4 mana. I'd probably remove. If it was 1WG, I'd think it was good.
I strongly recommend not having more than 8 enchantments. You have 16 right now and that's just too many without some heavy enchantment recursion.
Okay. We got through it boys. Let's go to our suggestions and recommendations. This next section will include cards in your maybe board that I think are good and should go to mainboard.
Anafenza, the Foremost, because who doesn't like incidental GY hate on an aggressively costed body. 3 mana for a 4/4 that GY hates is something that your opponents need to answer, and more often than not their removal will be worth more to them than Anafenza is worth to you.
Elenda, the Dusk Rose is a card I've always wanted to work and this might be it. Being able to sac a huge board and then herself seems like great value. The issue with Elenda is that she can be exiled, but your commander is a sac outlet which protects against that. I think she could be a powerhouse in this deck ESPECIALLY because her tokens have lifelink. Never underestimate lifelink on tokens.
Juniper Order Ranger is just gravy. 5 mana for a boi that gets progressively larger and boosts your board is something that needs to be answered to. This will either force a boardwipe or spot removal and honestly either a win for you.
Shalai, Voice of Plenty is good. Really good. I don't think it's bad to put it in this deck.
Retribution of the Ancients is super interesting and could be a powerhouse. I'm inclined to include it as instant speed removal that works on indestructible things at a minimum cost to yourself seems very good. Sure, you'll be using 3-5 counters each time, but ideally that won't be an issue since. Also it's at a mana cost price you just can't do better than.
Everything from maybeboard I didn't mention is a no.
End of Maybeboard Recommendations
Uhh, where's my babe Elspeth, Sun's Champion at?? 6 mana for either a conditional boardwipe that won't hit you that often, or for 3 token bois seems like a good deal. And if you manage to ult, you win. No one can stop a flying army of 3/3s.
Eldrazi Monument. We already talked about it but just wanna have it written down here.
Pir, Imaginative Rascal. Fucking gravy. Works with Ghave super well but also Elspeth and also your dudes who put spore counters on themselves. This is a must include. I'm kind of surprised he wasn't already in the list tbh.
Fecundity can be absolutely nutty. Sure, it helps your opponents, but it is very unlikely it'll help them more than it helps you. Also a may trigger so it won't hurt you if you don't want it to.
Dark Prophecy is also insane, tho the self damage could become hazardous. I'll recommend some things to combat this as the card is a powerhouse, even with the BBB mana cost. Remember, being at 5 life and winning is the same as being at 40 life and winning.
Loyal Guardian is a new card which could do work. Early cut, but I'll put it here if you need to fill out your creatures.
Heroic Intervention is the single best protection spell in green. It's basically a green Teferi's Protection for your turn and it cannot be overstated how good it is at the right time. It is the difference between "I win next turn" and "Man nice boardwipe, GG." And for 2 mana too. It's bonkers. Must include.
Cryptolith Rite is disgusting. You've played slivers so you know how good Gemhide is. This is too. I think this is a must.
Zulaport Cutthroat is nice redundancy for your combo win and also nice incidental lifegain (which helps counteract Dark Prophecy's life cost).
Forgotten Ancient is bonkers. Will always become a threat and require removal. It's just good.
Hangarback Walker is solid. Dump whatever mana you have into it, gives you something to do EoT, and you'll almost always get the death trigger since your commander is a sac outlet.
Scavenging Ooze. Graveyard hate is good, and incidental synergy with counter is even better. Just a super efficient card and usually comes something that needs to be removed sooner rather than later. Using the ability as an instant in response to a 'return from graveyard' spell is a joy.
Abzan Charm is good at any point of the game. Removal, counters, card advantage. Maybe the best charm out of all of them. Cannot be overstated. This is a must include.
You have no boardwipes. What the hell. You need at least 4 in almost every deck, but you will be fine with 3 here since you have Elspeth and Dictate of Erebos. I recommend Day of Judgment, Merciless Eviction (best boardwipe ever printed ever), Austere Command (wipe everything but your 0 CMC tokens and you'll usually open a board up for swings) and Living Death. More on Living Death below.
Living Death is a pet card of mine. Mostly because of how bonkers it is. 5 mana for a boardwipe that makes everyone sac their hexproof/indestructible creatures, and then get's you everything you need back. Ideally you'll have something like Aura Shards or Dictate out as you cast this to thin your opponents board afterwards. Also, with Anafenza, Necrogenesis, Scavenging Ooze and Bojuka Bog, you should be getting more value back than anyone else consistently.
Dread Return is good. 4 mana to bring something back is the going rate and saccing 3 creatures to bring something back is double upside since more often than not saccing creatures is good. With Blood Artist that gains you 3 life and someone loses 3, with Fecundity or Dark Prophecy, you just drew 3 cards for FREE. Stupid.
Elesh Norn, Grand Cenobite is always always always a powerhouse. Clears the board and puts you absurdly far ahead in terms of board presence. If you have the money, put it in.
I know you're not huge on tutors, but Razaketh, the Foulblooded and Sidisi, Undead Vizier are good. Can help find answers or just combo pieces to close out a long game. If you only want one, put Razaketh because at the end of the day, an 8/8 flample for 8 is good.
Carrion Feeder is good because instant speed sac outlets with incidental counter value is good. Sac a creature, get a counter, remove counter to get another creature is good. Essentially, with Fecundity/Dark Prophecy, Ghave, and Carrion Feeder out, they read "Pay 1 mana, draw a card" and that's good. Add in Blood Artist and it's even better, and add in Pir and Ashnod's and you win. 5/6 card combos are still combos. Also Carrion is a 1 mana sac outlet and that's really good.
Requiem Angel is a card I've always wanted to use but never found the place. This might be it, chief. Essentially doubling your token count for ability activations and sac triggers, plus turns your measly 1/1 saps into 1/1 fliers, which is a huge boost.
I'd remove Aura Mutation and replace it with both Putrefy and Mortify. The reason is that I often find myself holding onto Aura Mutation hoping to get good value from it, but oftentimes I should just use it on a 2 drop enchantment like Cryptolith Rite or something. Mortify and Putrify also double as modal cards, making them never a dead card if you draw them.
You need more ramp. There is no way around it. But you need more. Cultivate, Kodamas, Nature's Lore, Farseek, etc etc. No mana rocks besides Sol Ring. You're green, use it. You could also run things like Primal Druid that give value when they die, since this is a sacrifice deck. I'd scryfall "dies/enter search library land battlefield" and choose your favorite.
Mindless Automaton just seems fun. Depending on how easy it is to put counters on stuff, this may work. Early cut for sure.
Thats all I got for now. I'll comment again if I think of more.
1 year ago
I think Thelon of Havenwood would be good here. He has good synergy with Sporesower Thallid, because Sporecrown puts counters on fungi that can’t actually use them (If you don’t get Sporoloth Ancient), like Yavimaya Sapherd. And if you ever wanted to splash black, he would also be good, although you’ve already stated that you don’t want to do that.
1 year ago
I haz ideas. So I saw this deck played on Commander Vs, and basically they played the deck like a G/B Sac deck so... we are gonna do the same.
Cards to add:
- Dark Prophecy
- Night Soil
- Perilous Forays
- Journey to Eternity Flip
- Dread Return
- Ever After
- Green Sun's Zenith
- Hour of Promise
- Solemn Simulacrum
- Acidic Slime
- Disciple of Bolas
- Greenwarden of Murasa
- Korozda Guildmage
- Regal Force
- Sakura-Tribe Elder
- Smothering Abomination
- Woodfall Primus
- Yavimaya Elder
- Nemata, Grove Guardian
- Verdeloth the Ancient
- Whisper, Blood Liturgist
- Sidisi, Undead Vizier
Cards to cut:
1 year ago
Things to add:Kodama's Reach,Explosive Vegetation,Stomping Ground,Sunpetal Grove,Rootbound Crag,Canopy Vista,Cinder Glade,Artifact Mutation,Aura Mutation,Hour of Reckoning,Cathars' Crusade,Impact Tremors,Warstorm Surge,Dragonlair Spider,Craterhoof Behemoth,Avenger of Zendikar,Rhys the Redeemed,Champion of Lambholt,Elesh Norn, Grand Cenobite,Psychotrope Thallid,Iroas, God of Victory,Nacatl War-Pride,Kamahl, Fist of Krosa,Gahiji, Honored One,Eternal Witness,Mirari's Wake,Collective Blessing,Glare of Subdual,True Conviction,Sylvan Library,Privileged Position,Sterling Grove,Selesnya Signet,Commander's Sphere,Darksteel Ingot,Mind Stone,Gavony Township,Decimate,Hull Breach.Things I'd cut:.Grove of the Guardian,Llanowar Reborn,Mogg Hollows,Transguild Promenade,Vivid Meadow,Gruul War Chant,Rites of Flourishing,Zendikar's Roil,Animist's Awakening,Broken Bonds,Gaea's Blessing,Ground Assault,Martial Coup,Molten Disaster,Tempt with Vengeance,Sporoloth Ancient,Thallid Germinator,Verdeloth the Ancient,Zhur-Taa Druid,Vedalken Orrery,Worn Powerstone
1 year ago
Mycoloth and Slimefoot, the Stowaway combo with Rescue from the Underworld. Sac Mycoloth and return a creature from your graveyard, and when he returns, Devour all Saprolings and double his counters and Slimefoot, the Stowaway will deal massive hits. Also consider Vigor Mortis.
1 year ago
Looking at all the spore counters and +1/+1 counters, I'd imagine Winding Constrictor to be an interesting addition to it, as it would really accelerate your gameplan, but I see you're sticking to mono green. That being said, I think Thelon of Havenwood is a must have, even if you don't splash black. He's cheap anyway!
As for cutting - I'd definitely look into the 5 drops - there's waay to much of them imo. Instead of putting effort into Sporemound and Sporoloth Ancient, I'd suggest you go as low to the ground and swarm your opponent like elves do.
As a final suggestion I think you're in dire need of something like Heroic Intervention. Though the price tag isn't as low as you'd probably like to, at least 2 copies in the sideboard should do the trick.
1 year ago
First, I had no idea Thrummingbird was a common. Holy smokes, that is a cool common!
Secondly, mana in Pauper is tough. Building a three color deck that functions requires a lot of commitment to fixing. But I really like the idea, so we have to make it work.
From here, everything is options - I like at least 6 removal which is 4 Journey to Nowhere and 2 Oblivion Ring and you can go up to 10 if you like. But maybe you prefer more blue for things like Steady Progress or cards that buy time like Moment's Peace. Or cards that draw more cards like Shared Discovery. Or more cards that benefit from having a lot of dudes like Scion of the Wild Up to you.
I hope this helps. Build the deck in TO and goldfish a few times to see if you like the feel of it.
1 year ago
If you like off-color cards and math, Pallid Mycoderm is a solid choice.
Conspiracy or Arcane Adaptation might be interesting choices, since naming "Fungus" with Sporesower Thallid and Thelon of Havenwood on the battlefield, means your saprolings will get spore counters and +1/+1 for each. Bonus points for Sporoloth Ancient, so you can remove the counters if needed.
Sporoloth Ancient occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%